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> What to do with this swag.
Jack Kain
post Oct 16 2006, 06:18 AM
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During my groups last adventure, we had a climatic chase through the city streets whlie being followed by an Ares Dragon chopper. Its door was open and had a gunner with a rather large heavy weapon I don't recall what. (I'm sure some of you will know what adventure that was)

Well I won't go into how it happend. But the chopper that was chasing us. Is now OUR chopper.
Now the chopper is worth 495,000 nuyen.
At a fenced value of 30% it come to 148500 Nuyen. A large chunk of change.
Now we could keep it, but a chopper isn't actually useful on most runs. As we are currently located only in denver. It won't help for geting around, flying over the national borders sounds like a bad idea to me.

So should we sell it or keep it.
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Konsaki
post Oct 16 2006, 06:31 AM
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Remember that big and flashy means noticable. Just have your face try and get more than 30% and hope for the best.
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Jack Kain
post Oct 16 2006, 06:47 AM
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QUOTE (Konsaki)
Remember that big and flashy means noticable. Just have your face try and get more than 30% and hope for the best.

Yeah that was my argument for selling it, I'm the face so It will be my job to sell. I haven't found any rules though on how to sell fenced gear for more then 30%
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Ryu
post Oct 16 2006, 07:41 AM
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IŽd second the notion of selling the helicopter.

You can easily fly accross national borders in Denver - its the norm rather than an exception due to the number of borders inside the town. My reason is that the runners are better off hiring a suitable heli everytime the actually need one, keeping the 100k+ change for other things.
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Adam
post Oct 16 2006, 07:50 AM
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Or it's the start of a brand new smuggling business... ;-)
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toturi
post Oct 16 2006, 08:19 AM
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QUOTE (Adam)
Or it's the start of a brand new smuggling business... ;-)

Why run when you can smuggle? It's ShadowSmuggle now!
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eidolon
post Oct 16 2006, 01:29 PM
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Jack,

Welcome to Dumpshock.

There are some definite perks to having your own chopper, even if it's a get-out-of-Dodge fallback that you keep in a warehouse somewhere. Does your team have a rigger with mechanic contacts? If so, there's lots of stuff you could do to the chopper to make it even more worth keeping.

If that's not an option at all though, you are looking at a pretty good chunk of change. Time for some new 'ware. :cyber:
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Dog
post Oct 16 2006, 01:37 PM
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If border crossings are common for you guys, you might wanna put the funds towards fake id's, or maybe some ECM or ED for whatever vehicles you got now. Or maybe purchase some friends among the guards and whatnot.

Edit: You could negotiate for a higher price than 30%. Some GM's will follow the canon rules (opposed negotiation test, every net success changes the price by 5% of the listed price.) Some will want to purely RP it.

Point of curiosity: Who would you sell it to?
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eidolon
post Oct 16 2006, 02:43 PM
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QUOTE (Dog)
Who would you sell it to?


Good point. I hope they have a good fence contact, or a fixer that does that sort of thing.

Of course, there's almost always a buyer. The trick is finding them.
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lorechaser
post Oct 16 2006, 03:07 PM
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It's going to be really hard to hide a chopper. And expensive if you want to hide it somewhere reasonably secure. I think you're better off 1. Buying a new SIN, highest possible rating and 2. Selling the chopper under that SIN, asap. To an extremely loyal fence. Because someone is going to be pissed when they find out it's on the market....
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eidolon
post Oct 16 2006, 03:27 PM
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Hard to hide? We always just stuck stuff like that in a medium lifestyle- ranked warehouse type building purchased in a bad area like the Barrens, and paid off the local gangers to ignore it and harass anyone that came looking.

OPSEC, the fine art of keeping things a secret by not telling everyone about them. ;)

I'm sure how this is handled varies immensely from game to game, just throwing mine out there.

Lorechaser has a great point about the repercussions possible when the previous owner finds out about a pending sale. Best to buy some spray paint and fix that bad boy up. Maybe add a spoiler. ;)
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Jack Kain
post Oct 16 2006, 03:30 PM
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QUOTE (eidolon @ Oct 16 2006, 08:29 AM)
Jack,

Welcome to Dumpshock.

There are some definite perks to having your own chopper, even if it's a get-out-of-Dodge fallback that you keep in a warehouse somewhere.  Does your team have a rigger with mechanic contacts?  If so, there's lots of stuff you could do to the chopper to make it even more worth keeping. 

If that's not an option at all though, you are looking at a pretty good chunk of change.  Time for some new 'ware. :cyber:

Our team includes

One Human mage,
A Elf Technomancer
A Human hacker
A Dwarf Adapt with the brains of a brick
And Finally my character the Elven Face/machine pistol specialist.

So no rigger, and no one has a mechanical contact.

Myself, the technomancer and the hacker were the only shadowrunners present for that run. So the three of us will be the only runners on the team who get cut of the loot should it be sold.

Our technomancer buddy has a loyality-6 connection-6 fixer contact.


If I tried to fence it myself I'd be rolling 10 Dice. (Influence group 4, Charisma 6) plus or minus what ever modifiers apply.
I also took knowledge skill in fences and arm smugglers. (if contacts can take the fences skill why can't I)


Assuming the previous owner was the shadowrun team that went againts us. They won't like us anyway. I lilky killed two of them with my machine pistol (didn't actually kill them just knocked them out) those two likly bleed to death.
The technomancer and hacker took care of the rigger in cybercombat. So I think they have enougth reason to hate us. Stealing there chopper is a minor detail.
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eidolon
post Oct 16 2006, 03:44 PM
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QUOTE (Jack Kain)
Stealing there chopper is a minor detail.


Sounds like it! :D

Yeah, given that it was an opposing shadow team, they don't have any kind of legal leg to stand on, so the repercussions if any would likely be them attacking you and stealing it back. If they aren't in any position to do so, you shouldn't have much to worry about from them.

And with your skills, I can't see any reason that you'd have too much trouble unloading it.

But yeah, definitely add a spoiler before you do.
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Kyoto Kid
post Oct 16 2006, 04:17 PM
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...try disposing of a 6 engine Soviet Antonov 335 super transport.

Yes, the team in my last campaign had to deal with this.

Not as easy as a Lockheed Titan
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Toptomcat
post Oct 16 2006, 04:38 PM
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If you can't sell it for what you feel is a decent price and can't find a way to hide and maintain it, consider stripping it for weaponry and parts if there's a rigger in the group. Just off the top of my head, the ECM, ECCM, sensors, weapons, and possibly the armor could probably be Max Max'd onto something else.
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Butterblume
post Oct 16 2006, 06:30 PM
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Probably a good idea to sell the chopper to a chop shop. (get it? :rotfl:)
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mfb
post Oct 16 2006, 06:38 PM
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if you don't want to get into the smuggling business, sell the chopper. but like Adam said, it sounds like you've got a nice opportunity to break into smuggling. i mean, you've got a free helicopter, and you're in Denver, the smuggling capital of the continent.
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fistandantilus4....
post Oct 16 2006, 07:43 PM
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Your technomancer can always register a machine sprite or three while you work on building up a pilot skill. And then there's always skill wires as well. The question is do you really have a use for it, or would you be better off with the cash? None of your characters are particularily cash oriented, so it may be best to hang on to it just to lend you some flexibility.

In the mean time, finish off the other team while you're between jobs. If they're the type to take it personally (I would, wouldn't you?) and they're already short a few people, better safe than sorry.
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Jack Kain
post Oct 16 2006, 08:09 PM
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QUOTE (fistandantilus3.0)
Your technomancer can always register a machine sprite or three while you work on building up a pilot skill. And then there's always skill wires as well. The question is do you really have a use for it, or would you be better off with the cash? None of your characters are particularily cash oriented, so it may be best to hang on to it just to lend you some flexibility.

In the mean time, finish off the other team while you're between jobs. If they're the type to take it personally (I would, wouldn't you?) and they're already short a few people, better safe than sorry.

Well finishing off the other team could be a problem. One we don't know who they are. They weren't at the house when we stormed the condo to extract our target. Two our GM is using premade adventures from the shadowrunrpg website until he gets a good enougth feel to write his own.

This also precludes going smuggler and stuff.
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fistandantilus4....
post Oct 16 2006, 08:38 PM
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well if they're not liekly to come back at you later, no worries.

With the game you guys have going, check with your GM and see if you're likely to branch out and then decide. If not, sell it, buy some new cars with armor, invest in foci, spread some money around time with your face and buy yourself some new friends.
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lorechaser
post Oct 16 2006, 09:37 PM
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Or possibly barter it.

Contact your Fence. Try to negotiate for 40% of the chopper's price in goods.

He may be all over that....
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SpasticTeapot
post Oct 16 2006, 11:58 PM
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I'd rip out anything that could be traced, like most of the avionics. Fence 'em, and upgrade.

Add a small server in the back. (It's an ARES DRAGON. A few 1U servers won't make much difference).

Machine Spirits a Go-Go!
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Kyoto Kid
post Oct 17 2006, 12:21 AM
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QUOTE (Butterblume)
Probably a good idea to sell the chopper to a chop shop. (get it? :rotfl:)

...oh for a couple of drop bears right now

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Draconis
post Oct 17 2006, 08:23 AM
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Sell it if you need the money, otherwise keep it safe, keep it hidden. (Right Frank? :D )
Never know when you'll want to plow a chopper full of C4 and being remotely piloted into someone or thing.
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nezumi
post Oct 17 2006, 02:52 PM
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Keep in mind, the Dragon is one of the most common small transport choppers in the SR world. Apparently Ares over produced them and had to dump them at a lower price (according to R3). Which means that a Dragon painted over to look like a boring transport chopper won't turn too many eyes. The big question is how your GM interrupts the rules on air travel. If it won't be too hard to fly without arousing suspicion, I'd keep it. If he's going to require high level SIN checks at every stop point and whatnot, I'd dump it.
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